Semi-co-op survival game for 2-5 players, ages 13 and Isaac Vega Jon Gilmour.

Semi-co-op survival game for 2-5 players, ages 13 and Isaac Vega Jon Gilmour.

Flight Games HE735 - Winter of the Dead, playing with the fate (Toys)

Customer Review

Players must in a post-apocalyptic, overrun by zombies world by standing another, hard winter. In a group of survivors, who founded a small colony, it is necessary to defend itself against the onslaught of zombies and forever just to strive for everyday, necessary things, such as food or protection against diseases.
To make matters worse, people are also still individuals ^^, partly pursue the their very own needs and objectives, which do not always go with the community d'accord. How is this scenario only ends ...?

Game preparation:
The colony Schedule comes in the middle of the table and around it the 6 site boards (police station, school, gas station, hospital, supermarket, library).
All cards are sorted by type, shuffled and placed in the appropriate places as the draw pile (the "common goal" card (which, depending on the text still looks forward to further preparations, for example, on what numbers the moral and round markers belong) and the Crisis Card on the colony plan, the site-subject maps to the respective boards). The other cards "survivors", "fate" and "Secret Destination Tickets for exiles" coming next to the board.
The marker (zombies, barricades, food, food shortage, Frost / wound, helpless survivors, noise) are sorted and placed in respective stocks of the page. All zombie and survivor characters are kept in addition to the game, ditto the dice.

The players each receive a game board, which serves as an overview of the possible actions and the arrival and storage of the survivors cards and dice, and a "secret destination" (after a certain preparation procedure), they (usually) with the "common must meet target "- here may also contain a Traitor, this would work against the common goal.
Then everyone draws 4 survivors cards, selects therefrom 2 and puts the other two back to the deck. One of the two selected will then to group leaders (the own survivors, there come one probably in the course of the game even more added.) Chosen and the left placed the game board, the other survivors will be placed under the panel - its pawns are stationed in the colony ,
Now even every player X cube (number of survivors +1 at the beginning of each new round), which are stored in the field "unused dice" the game board.
Finally, still receives any 5 of the article "start" cards.

The player whose "party leader" the highest "impact value" has, is starting player and receives the starting player marker (diameter).

Tickets:
- "Common goal" (chosen at random or group decision), shows up the name and under the default for any additional game preparations. The lower half represents the task text and below there is a temporal assessment of this scenario (short, medium, long (45-210min.)).

- "Secret goal" (only for the Player intended), displays the title and the conditions to be fulfilled.

- "Survivors", shows top left the name and former profession (for the game currently still unattractive ^^) and the upper right corner of the three attributes: "Influence value", "Attack Rate" and "search value" - these dictate how integrated the each person in the colony is and how good it is in fighting or searching places (the lower the numbers, the better, as more cubes will stand for election). In the center is to admire a beautiful picture of the horrible person ^^ and below is still a special ability text with the indication of where / when they can be used.

- "Objects" shows an image of the object and including its name and the game icon (weapon, petrol, education, food, medicine, tools, survivor) for this. Among these is a text that indicates where the card is discarded after its use and what it can achieve. Below can be found then the location (important for the assignment of the cards in the game preparation).

- "Crisis" is an atmospheric image and including the title and has to be met with a corresponding symbol (eg gas cans, it must be compiled as much gasoline as (not banned) survivors are).
Below are then the consequences on failure and a bonus if the task is fulfilled.

- "Fate", shows the title above and below the trigger text, so what needs to happen in the game, so this card will be used. Below can be found then 2 possibilities from which the affected player can choose - here it comes usually to a consequence that affects the or all players.

Aim of the game:
The common goal to achieve before the game ends - and every man for himself his secret goal.

How to play:
The game runs over X rounds - the number is determined by any game specifications and / or by the early achievement of the common objective - it is necessary and in each round, the player and colony phase perform.

Players phase comprises all possible actions of each player one by one, the experience of a new crisis and the living through an individual fate.
The colony phase includes all the reviews and adjustments of the current round, such as whether there is enough food is available, bringing new zombies into play.

Players phase:
At the beginning of each round a Crisis card is revealed and read - it is the crisis in the colony phase avert by enough cards to the predetermined game symbol are collected! Then all players take their dice on the tray of cubes used and throw them again - together with any new cubes for new survivors in their own group - in order to then be placed on the shelf of the unused die (not in the first round) , there they remain untouched until a possible use.

Now the starting player begins, and after him the others follow in a clockwise direction as soon as he has finished his train.

The migration begins a player of each right neighbor pulls even a fate card and read it by himself - he must bring into play when the price recorded in text trigger comes into play and then notify the active player with the opportunities. Does not occur until the active player Spielzugende the timer on the fate card is sent back under the stack, otherwise it comes out of the game when it was discussed.

Until then - if it ever comes to a fateful event, usually the person is not even just to start the game - he can following actions, in any order, carry out - which can only be activated with the help of his dice in part.

- Attack; a player can attack someone when he at the same location as the "target" is staying. This will be zombies usually, but you can also attack other survivors (only the players, never the own and never helpless Survivors (coming as a marker usually by events into play)!).

So should an attack be carried out, so the attack value of the survivor is first checked, which is to begin the fight. According to the value of the untapped cubes per attack must be used, be so placed on the shelf for used dice. For example, if the combat value "2", this is pretty good, because all the dice can be from "2" is used - therefore always greater than or equal to the own attack value - such as a cube with a "3". An attack value of "6" complicates the whole thing but significantly, but those characters are then usually well in the "Browse" ^^.

Finding the attack (by dice or cards action; there are several attacks per train possible as long as each time a dice or a card this allows) against a zombie instead, this is done instantly and is removed from the Schedule / Location - Zombies do not last here much out, but there are a lot of them ^^. Are multiple zombies represented at competitive location, the player chooses to be removed Zombie.

It must be thrown after each zombie fight the "infection" cube to determine whether the survivor was injured in the action.

The 12-page red cube can show the following:

- Empty page; nothing happens.

- Wounds icon; the survivor was injured in battle and receives a wound marker (on the associated map set).

- Frost symbol; the survivor has suffered frostbite in battle (the prevailing winter is really nasty cold ^^) and receives an appropriate marker (on the associated map set). Frost wounds also count as wounds, but in addition they automatically create any new round another, normal wound!

- Bite symbol; the survivor was bitten in the struggle of the Zombie and died from it. Figure and card from the game, possibly associated Equipment cards the player gets back to his hand. But that's not all, a survivor was bitten, immediately spreads the infection from! In other words, be more survivors should reside on the same site, automatically the one who is infected, which has the lowest impact value.

In such a case, the controlling player has two options, either killing the survivors (takes him from the game) in order to prevent further spread or he throws the "infection" cubes and depending on the outcome, the victim remains alive and the infection does not spread out (empty cube-side) or he dies yet and the infection continues to spread (any other die roll) and the procedure begins with the next survivor whose influence value is now the lowest, again, and so on! So it may well lead to a mass extinction, or with luck just nothing happens.

Finding the attack against another survivor instead, the necessary selected die is cast, and if the result is less than or equal the attack value, he suffers a wound and the attacking player may still draw a card from your hand to the player of the victim.
Does not fit the dice result, nothing happens. In the battle between the survivors of the infection die is not required.

The active player does so in any case for a fight a matching dice to attack value of the active survivors or an appropriate action card. The more survivors a player controls, the more dice also available to it, which increases the chances on (rundenanfänglich) better throw results, and there is still some modifiers that can affect this.
The catch, the more survivors, the more responsibility (food, waste production, etc.).

The general rule is that each survivor dies once it has 3 wounds! Therefore always should "drugs" in inventories exist that can heal each 1 wound. In addition, whenever a survivor dies, the morale drops by 1 and is marked on the morale bar (at "0", the game ends!).
If a player loses his last survivors, he must immediately take all the cards in hand from the game. He draws a new survivor card and brings these survivors then as its new party leader into the game.

- Browse; a survivor may each site, except the colony - there's nothing to pick up ^^ -, search, ie it gives off a cube corresponding to its search value (greater than or equal). Then he draws the top card of the existing site-subject stack, looks at it and decides whether he still wants to draw more cards, before taking them to the hand.
If he wants to look even further, for example, because the card drawn is completely impractical at the moment, he has a noise marker on a designated, lay still open area of ​​the site since another rummage simply noise makes ^^ - is no longer a field for a marker free, eliminates this option. Later in the colony phase, possibly zombies are coming to this site through the noise!
Has he now seen enough cards, he chooses one and puts it in his hand, the rest is pushed back under the stack.
Instead of noisy search option, the controlling player may also decide to leave several times looking for the survivors "normal", while he still has matching dice for dispensing.

Use special ability of a (private) survivors -; If a number (in parentheses) is in front of the text of the special ability of a survivor, a corresponding cube must be used here, should the survivor to use the ability.
Again, the action can be carried out several times - if the text says otherwise - when has enough matching cubes.

- Barricade; Survivors may at their location inputs (all fields can be set to the zombies) barricade, by placing an appropriate marker there. If later a zombie here and it is therefore no longer a place for him, he is not placed and migrated back into the supply, but the barricade marker is also removed. This is very useful to protect certain areas from over-race, but there are also events at not averted crises that remove all barricades. Depending crises booth so should also be weighed up whether the output of a cube (no matter what eye number here) also worth.

- Dispose of waste; Again, a survivor who must remain in the colony, for any cube once Dispose of waste (from the game company) and that the top three cards from the deck. This is not as important as it seems, because 10 per card in the waste pile morale decreases by 1!

- Zombies attract; If a player wants Zombies attract, or better lure for the most part, he uses this action with any dice and must (up to) to different inputs of a site on which an elected (own) survivors stands, repositioning 2 zombies from any location ,

- Play cards (for this action no cubes is needed); it can be played any number of cards. However, all the cards are on the waste pile and is for morale not unimportant (so) - the exception: "Event" cards from the game and equipment cards are survivors allocated (applied to their card), not thrown in the trash!

So this concerns eg all unused food, drug or petrol subject cards.

Ex .: the player puts 2 Food Item cards from (the waste) and for each 1 food marker on the food supply field in the colony. Food is important in the colony phase, as all survivors in the colony need something to bite (and not a brain ^^)!

Ex .: the delivery of a petrol-item card eliminates the need to throw the infection cubes compulsion when a survivor the location changes (it may be assumed that he motorized and therefore too fast for a zombie road is ^^).

Ex .: the delivery of a drug subject card removes a wound or Frost marker of the selected survivors card.

- Maps to avert the current crisis contribute (for this action no cubes needed); you can any number of cards from your hand, or even survivors assigned cards, contributing to avert by being placed face down on the appropriate space. Concealed production so that no one sees, what cards you stores, because any traitor who contribute eg no interest cards with the matching symbol game and each card not matching one in the evaluation of the occurrence of the crisis.

- Survivors move (for this action is required no dice); a player may move per train each survivor once, ie from one location to any other (whether Zombies "in the way" are), as long as an empty field exists. After the movement, however, has again thrown and may be carried out in accordance always the "infection" cubes.

- Food marker output (for this action no cubes is needed); it may dietary marker ejected from the stock colony (back to the general supply) are to (per marker) to 1 to correct the eyes of a number of unused cube upwards.

- To map requests (for this action no cubes is needed); one may ask other players for cards, and if the subject agree to comply with, they are openly and directly pitted (and can not be used to avert the crisis).

- Equipment to pass (for this action is not required cubes); There are several survivors at the same location, you can exchange or share equipment.

- Vote on exile (for this action no cubes is needed); once a train, one must hold against a player and call for his exile - for example, because it is believed he is a traitor or because you want to be distracted by ^^. Then all players must immediately vote with thumbs up or down it. One can not propose himself and a tie is decided by the current starting player.

If a player is sent into exile, this immediately draws a "secret goal card for exiles", replacing its original, personal goal or modifies and removes all his survivors from the colony, should there be any, and distributes them to any other sites - incl. the "infection" -Würfelwurf.

From then apply to these players other rules. It may contribute no more cards to avert the crisis, he is not helpless survivors more in the colony (defined by text instructions of a card, for example, this will be ignored), and if an object map for bringing in new survivor makes, these are not in the colony off.
He must not spend more food marker amending a cube, it then but use food item cards, he does not participate in voting and if he plays cards, they come out of the game and not to the waste pile.
The colony does not lose any moral point when a man dies his survivors.

Colony phase:
After all players have completed their turns, follows the colony phase, takes place in the subsequent:

- Distribute food; First, it is checked whether there is enough food for all (helpless) survivors in the colony (survivors who reside elsewhere, may themselves vesorgen) is available. 1 food marker is removed from the stock of the colony Pro 2 (helpless) survivors. Is there not enough food for all markers, no marker is removed and instead being placed 1 hungry markers in the colony stock. Pro hunger marker morale drops by. 1

- Check waste; the waste is checked for quantity now and 10 per card morale drops by. 1

- Deal with crisis; there are all stored for Crisis Cards mixed and then exposed sequentially. All cards that comply with the given game icon of card counting to avert crisis, all other cards on the other hand.

Ex .: there are 6 petrol cards required and there are 10 cards in front of which 8 gasoline cards and 2 food cards = 8-2 = 6, just made and averted the crisis.

If the total number so above the predetermined, the crisis was averted and all is well, even at least 2 cards were too contributed (after deductions), the morale rises in addition to. 1
If the total number, however, under the given, the noted failure is executed immediately.
After the deal with the crisis all contributed cards are removed from play.

- Zombies bring into play; Now new zombies come into play and that per 2 (helpless) survivors in a zombie colony. At all other locations where a zombie per stagnant survivors is newly added and for any possibly existing noise markers at the locations a die is cast and any result less than or equal 3 also brings induce a zombie - the noise marker but is removed.
Zombies are always placed only on their insertion fields (Biohazard Symbol).

In order to use zombies in the colony, directed one after the numbered inputs and sets the zombies alternately per input. That is, in example 10 Zombies, the first Zombie Zombie the second coming on a free field at input 1, on an open field at input 2, etc. to input 6, then the seventh zombie comes to an open field again at entrance 1, the eighth Zombie at input 2, and so on!
Where an input field no longer free for a zombie, because there is a barricade, it is removed together with the zombie.
If there is no empty space more available at an input, this input is overrun! In this case, the triggering Zombie is removed and a survivor (the one with the least impact value) dies - are just helpless survivors in the colony, one of them dies. The "infection" cube is not used here. If there is no survivor on site, nothing happens and only the zombie is removed.
Reminder: per deceased (helpless) survivors morale drops by. 1

At other sites, the same procedure is, just that it halt is only one entrance here.
Are the zombie figures not, you can still use zombie token from the supply.

- Check common goal; it is determined that now the common goal was achieved, the game ends immediately!

Finally, (otherwise) the round marker pulled a box down and the first player marker moves to the next player. A new round begins.

Full time:
At the end of each colony phase checks whether the condition for the common goal was met, is the way the game ends immediately and all players who have reached their secret goal, win, all the others have lost!
The game also ends immediately when the lap or moral indicator is set to "0" - here then also not the common goal is examined, so usually lose all.

Variants:
- Cooperative variant; in this purely cooperative to gambling variant, there is no secret objectives for the player, all focused on a common task, their card will also be turned to the "difficult" side. There is also no Verbannungsmöglichkeit and all cards with the "non-cooperative" icon will be removed from the game.

- 2 players; here are the same rule adjustments, as in the co-operative variant and the two players will each receive 7 instead of 5 hole cards and 3 instead of 2 may survivors retain the starting selection.

- Traitor; there is only one secret "non-betrayal" -Zielkarte per player laid out, instead of 2, thus the chance increases to a traitor.

- Hardcore; there are the backs of the target cards used, which represent a severe challenge.

- Deadly; if the last survivor of a player dies, now the player retires from the game! His cards are also taken out of the game.

Conclusion:
"WDT" is a great game, even or especially because it turns back to the zombie theme ?! At least the game is slightly different way than the usual survival horror games, because on the one hand everything is already happening, the apocalypse has arrived and it's not about an escape, but the simple survival and getting along in this new world. And secondly, much depends on the characters and also by them, since they have to bring a common goal with their own needs under one roof.
Upcoming enhancements will surely start here and still bring more depth to the character development and ensure greater interaction.

Despite the (usually) common goal, of course, everyone is acting much to recommend it, everyone is finally mostly man for himself, and so is also side by side played here much, but which is not really a negative skin - it should therefore multiplayer solitaire as well as co-op Friends can really enjoy themselves ^^ - because the game atmosphere there always creates "we" to convey a feeling, even if only by asking for useful cards among the players or the custody for carrying enough food for all.

This also is the one probably. imaginary lengthiness of individual moves invalidated, on the one hand there is tension and anyway you like on the other hand a player's decisions may well have implications for the actions of another player, and observed. This "going along" and to watch out is wonderfully drawn into the game world.

Their rules and procedures act initially, although quite extensive, but after a few rounds each internalized the action options well and it comes into play any faster.
The manual is for a very few places, also beautiful and significantly built up quite structured and not stingy with image explanations. Very beautiful are the short stories to each target task at the end of the manual, which contribute greatly to the atmosphere.
The cards texts, however, are sometimes unclear or not thought through / translated, for example, the task text of the common objective "research subjects", from the not really be seen as the fulfillment should look like (how many of Zombie markers is final?).
The extensive material is consistently wertig produced and designed thematically glorious. Only the main Schedule curls at the ends slightly upward, so that here a while heavy books are announced.

The game mechanics of the game group reveals itself gradually clearer and turns out to be, very well thought out to the end. Only one thing surprised that test players in a round a bit, moving is too simple. For every survivor can switch to any location, although most are a lot of zombies in the way ?! Well, there will always be cast to determine whether the survivor was caught by a zombie, but if, for example, all inputs are occupied by zombies, entering should be a bit more difficult infection cubes. For example, only one zombie must be killed in order to create a passage ?! Think of the masses of zombies on the fences and gates of eg "The Walking Dead" ^^.
This is not really wild point, emerged only briefly and discussed discreetly. One can also say that zombies are usually too stupid and slow, to prevent entering a location (as long as do not act as in "World War Z" ^^) Yes.

In any case, the difficulty in the first few games is also so already demanding enough, because to all players move sattelfest through the world of "WDT" pass quite a few moments and the rounds are still faster to an end when one is most fond of.
The right cards for the particular crisis in the required amount to be collected in itself often a monstrous task when Fortuna cross provides you drag the cards on top of the fate encounters and the colony-care then round off the worries package thoroughly. So it does not really need additional Erwschernis when entering locations * G * and to making use of the "Hardcore" pages of the target card, and yet many survivors will surely processed into zombie food or ice blocks.

The good thing is that you never get the feeling "that can not be created", for the well is just too much variation for the variety of cards counter. And each game may have been completely different than the previous.

"WDT" is a game to feel creepy and should Perhaps as appeal to "normal" players, if the processes were well explained or sit well with some practice soon.

Further information:
- Publisher: Fantasy Flight Games (Plaid Hat Games)
- BGG entry: ...
- HP: ...
- Instructions: German
- Material: German
- Photos (and reader-friendly text formatting): ...
- Online version: -

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